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(+1)

Hello! I played 2 runs of your game, on the second run I made it to level 10, which seems to be the first boss! I have some feedback:

  • It's not entirely clear what the eye symbol means until you upgrade it, or that it seems to be persistent between runs (is that intentional? It kept the higher value when I restarted, but it reset when I reloaded the page despite my other upgrades still being there). Maybe add a tooltip to it?
  • I know you're working on the adding spells functionality, but it would be nice if there was a 'spellbook' menu where you can see what spells you do have, and their costs, or at least possibly add a spells cost to it's tooltip? I learned what spells cost as I went but it's not immediately obvious
  • Is there a difference between 'confused' and 'stunned'? Do higher numbers increase potency of things like poision/healing or just their duration? In general I think buffs and debuffs could use some clarity maybe, -again-, with a tooltip
  • It seems that when you lose a run you start the next run at 50% HP. I assume this is intentional given the "You crawl away" message, but it feels odd without anything telling you that it's going to happen. This did not happen when I reloaded the page, I was at the full 100% HP for my next run after that.
  • The tooltips indicate that different spells have different damage types. I assume some enemies are weak to certain ones, however I didn't really ever get any sense of which ones were which (outside of just logic, I would assume the fireball enemies are weak to water)
  • When you get to a large number of active elements or elements in your wheel on the upgrade screen it would be nice to have a scroll function maybe?
  • Maybe add some way to return to the main menu from inside the game? Even if it would end your run, having to click "end turn" until a monster kills you is tedious, and as mentioned above reloading resets your vision stat.
  • The purple enemies that look like atoms can stunlock you for a while if RNG favors them. This isn't really an issue I suppose, but it was annoying, lol.
  • Possibly add consumable items? RNG can really hurt you if you don't roll any earth or wind symbols to heal/give yourself buffs. Reorganizing your wheel mitigates that somewhat, but having like a potion option on the rewards screen could be cool!
  • I found a couple things that I think are bugs:
    • When you have multiple enemies on the screen and 4 or more offensive spells available to you it does not seem to be possible to click the rightmost spell on any enemies that are to the left of another.
    • On the upgrades screen it didn't seem to let me put two new elements next to one another
    • The number on the stun icon on an enemy was not displaying properly at one point I think. They were stunned for several turns even though the number was showing '1' and I was not casting any more spells that could cause stun. This was on a purple atom enemy in room 5, if you're trying to recreate the bug

I hope that doesn't sound to negative, my goal is to be constructive and help the game improve! Overall, I really enjoyed this game! I thought the art was very good, and I like the font you used for the title card and things. I want to come back to it when you add the gain new spell functionality!

Have a great day and good luck in the Game Jam!

Hey thanks for the detailed feedback! We’ve been hard at work the past 24 hours and have addressed some of what you pointed out.

  1. Fair enough, it was never explained. It is not supposed to persist between runs so that’s something I’ll look into. It’s meant to be a permanently upgradable thing but didn’t get around to implementing it. The upgrade button explains it in a tooltip but the symbol doesn’t have it.
  2. I wanted to do this but failed to have time. Now the spell upgrade menu that we added basically serves this purpose (the downside being you can’t use it during battle).
  3. Yep, status effects have tooltips now, as do spells.
  4. Hm definitely not intentional, sounds like a bug. It is supposed to reset health to full.
  5. Yes there is now a tutorial page explaining mechanics and the strengths/weaknesses.
  6. Yeah that’s a bug. We intend there to be a max on the number of slots you have (16).
  7. Yeah will add a way to back out to the main menu, probably via the Esc key.
  8. There was a bug with status effects as you pointed out later that probably made it much much worse. It should be fixed now.
  9. Haven’t had time to think about this one but it does make sense! Slay the Spire does it pretty well

For the bugs: confirmed all of them are fixed now.

You didn’t sound negative at all, you pointed out a lot of the same pain points we faced when testing the game. I really appreciate the time you took to write all this out!

Hello again! I returned to your game because I wanted to see the spell updates and I noticed a few more things:

  • Continuing a run seems to... break the game now. I can't cast spells on enemies and I can't see wheel now. (My visibility stat somehow got set to 0) Unsure if this is related to my browser already having a 'save file' from a previous build of the game? I reloaded and picked new game and everything seemed to work fine! Then I exited out to menu and hit continue again and I got the same bugs. Unfortunate!
  • I saw the element wheel in the tutorial, this is really helpful info! It would be cool to be able to see this in game somehow so you don't just have to remember it.
  • It would be nice to be able to see your spells when adding elements to your wheel & vice versa see your wheel when adding new spells.

Hopefully this is helpful! I still think this is one of the best games I've tried out so far!

(+1)

Darn, I thought I checked for this issue but clearly not. Must have introduced a new bug when I was doing last minute updates… sorry about that. I’ll update once the rating period is over.

Shouldn’t be hard to make those other QoL changes too. Thanks again for playing and providing helpful feedback.